I want to have mini-games in my game in addition to steeds, and jousting sounds fun! I was thinking the game is about keeping cursor lined up in a box that changes to determine hit, and a sudden DODGE option that will appear at just the right time. Just imagine this image with a longer lance and on the gallop animation
That is definitely better! But with the drawback of requiring updated art. As far as saving each other, I was going to try to make flying horses, but need legs that look good. East and west gallop from 11 frame can do it but I was going to try to rework north and south to tuck legs more
My setup does still require some partial-drawing because one of the frames I use has droopy eyes (it is from the cast cycle). For the south facing, for every layer, draw the top 32 pixels from one frame and the bottom 32 pixels from the the frame before it.
I did almost exactly what you described, except for the east/west. I did not think of doing that! It is a much simpler solution and it is the one I am going to implement for the submission since it removes a lot of the math. As far as being adapted to different footwear, the splaying forced me into boots anyway so thats not an issue :) I am going to redo this all with just overlapping the horse. I guess I overdesigned for the situation, but it was fun to code it.
Thanks Im glad you like the splaying. Do you think the south facing would benefit from the same thing?
Yes, I was fixing to post on the other submissions as well (especially yours bluecarrot) once I had adapted it for all available horses in all cycles except the 11 frame gallop (maybe later). Couldn't help but sneak preview the unicorn though.
I am about a third done. The only graphics added are the boots for up direction and my LPC Male Boots (not submitted yet) which are a rework of the female boots. Only works with boots on. Maybe I can fix this in the future with more partial draws. Won't work with tails, capes, robe skirt, dresses, and probablt some other things.
I created a mask for the leg on side-facing which is the only complex partial-frame draw. I also achieved it using partial-frame draws using 6 draws of combining rectangles. The whole thing is going to be awkward to post, as its most just lists of coordinates. But it sure beats doing hundreds of frames of something new! I also plan to add reigns, spurs on the boots, and maybe a saddle. Saddle would allow expanding to all cycles (hello horse archers!) as it would help hide awkward transitions (i.e. body turns sideways to shoot arrow, making waist far narrow than the wide stance I used for riding)
You can do both. In my game I also have randomly generated enemies that can have many different gear, and I split the mega-sheets up too. With photoshop batch processing or many other graphics apps, you can split it pretty quickly.
Any animations you add will either require being updated for a LOT of gear, or you will have to hack it using different pieces of different cycles. I am in the process of adding horse riding with similar hacking. For one frame I copy the top half of one sprite and the bottom half of a different one to produce a new effect, and the same hack can be applied to every piece of equipment too.
If you are going to make an atlas, it will work a lot better if you split the massive 6 cycle sheets into smaller sheets so they puzzle better together in the texture packer for libgdx (https://github.com/crashinvaders/gdx-texture-packer-gui). I tried making atlas for the sheets and found no performance improvement in loadtime, but a tiny speed impovement during render
I was going to make a backpack but never did but now that I know there is demand for it I will try to make some.
and YES to the pegasus, thank you
I want to have mini-games in my game in addition to steeds, and jousting sounds fun! I was thinking the game is about keeping cursor lined up in a box that changes to determine hit, and a sudden DODGE option that will appear at just the right time. Just imagine this image with a longer lance and on the gallop animation
That is definitely better! But with the drawback of requiring updated art. As far as saving each other, I was going to try to make flying horses, but need legs that look good. East and west gallop from 11 frame can do it but I was going to try to rework north and south to tuck legs more
My setup does still require some partial-drawing because one of the frames I use has droopy eyes (it is from the cast cycle). For the south facing, for every layer, draw the top 32 pixels from one frame and the bottom 32 pixels from the the frame before it.
I did almost exactly what you described, except for the east/west. I did not think of doing that! It is a much simpler solution and it is the one I am going to implement for the submission since it removes a lot of the math. As far as being adapted to different footwear, the splaying forced me into boots anyway so thats not an issue :) I am going to redo this all with just overlapping the horse. I guess I overdesigned for the situation, but it was fun to code it.
Thanks Im glad you like the splaying. Do you think the south facing would benefit from the same thing?
Yes, I was fixing to post on the other submissions as well (especially yours bluecarrot) once I had adapted it for all available horses in all cycles except the 11 frame gallop (maybe later). Couldn't help but sneak preview the unicorn though.
I am about a third done. The only graphics added are the boots for up direction and my LPC Male Boots (not submitted yet) which are a rework of the female boots. Only works with boots on. Maybe I can fix this in the future with more partial draws. Won't work with tails, capes, robe skirt, dresses, and probablt some other things.
I created a mask for the leg on side-facing which is the only complex partial-frame draw. I also achieved it using partial-frame draws using 6 draws of combining rectangles. The whole thing is going to be awkward to post, as its most just lists of coordinates. But it sure beats doing hundreds of frames of something new! I also plan to add reigns, spurs on the boots, and maybe a saddle. Saddle would allow expanding to all cycles (hello horse archers!) as it would help hide awkward transitions (i.e. body turns sideways to shoot arrow, making waist far narrow than the wide stance I used for riding)
Awesome I'd love to see the code sometime.
You can do both. In my game I also have randomly generated enemies that can have many different gear, and I split the mega-sheets up too. With photoshop batch processing or many other graphics apps, you can split it pretty quickly.
Any animations you add will either require being updated for a LOT of gear, or you will have to hack it using different pieces of different cycles. I am in the process of adding horse riding with similar hacking. For one frame I copy the top half of one sprite and the bottom half of a different one to produce a new effect, and the same hack can be applied to every piece of equipment too.
If you are going to make an atlas, it will work a lot better if you split the massive 6 cycle sheets into smaller sheets so they puzzle better together in the texture packer for libgdx (https://github.com/crashinvaders/gdx-texture-packer-gui). I tried making atlas for the sheets and found no performance improvement in loadtime, but a tiny speed impovement during render
I was going to make a backpack but never did but now that I know there is demand for it I will try to make some.
Sneak preview of my steed kit based on your horse designs! With the exception of the boots in up-facing dir, it works with any body/pants!
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